docs(01-01): complete HTML scaffold plan — HiDPI canvas, game loop, Player 1 input

- Created 01-01-SUMMARY.md documenting objects built, decisions, patterns
- Updated STATE.md: position advanced to plan 2/2 in Phase 1
- Updated ROADMAP.md: Phase 1 plan 1/2 complete (in progress)
- Marked CORE-07 and VFX-05 requirements as complete in REQUIREMENTS.md
This commit is contained in:
Dabit
2026-03-10 14:48:47 +01:00
parent e43b82b4cb
commit 8625d8ed5f
4 changed files with 142 additions and 19 deletions

View File

@@ -2,7 +2,7 @@
**Project Reference**
- **Core Value:** Pong reimagined with juice and depth — spectacular visuals, rich mechanics, complete game experience
- **Current Focus:** Roadmap created, ready for Phase 1 planning
- **Current Focus:** Phase 1 — executing plans
- **Key Constraint:** Coarse granularity (5 phases max), HTML5 Canvas + vanilla JS, static deployment
---
@@ -11,13 +11,13 @@
| Attribute | Value |
|-----------|-------|
| **Phase** | Planning complete, ready to plan Phase 1 |
| **Plan** | None active yet |
| **Status** | Roadmap finalized, 37/37 requirements mapped |
| **Progress** | 0% (0 phases complete) |
| **Phase** | 01-foundation |
| **Plan** | Plan 2/2 (01-02 next) |
| **Status** | Plan 01-01 complete — scaffold, HiDPI canvas, game loop, Player 1 input done |
| **Progress** | 5% (1/2 plans complete in Phase 1) |
```
[ ] 0% — Roadmap → Phase 1 planning
[= ] 5% — Phase 1: Plan 1/2 complete
```
---
@@ -29,6 +29,7 @@
| **Phase Coverage** | 100% (37/37 requirements mapped) | ✓ Complete |
| **Success Criteria** | 2-5 per phase | ✓ Complete |
| **Dependency Chain** | Linear (P1 → P2 → P3 → P4 → P5) | ✓ Validated |
| **01-01 Duration** | — | 1 min (2 tasks, 1 file) |
---
@@ -52,6 +53,14 @@
- Phase 4: Power-up balance
- Phase 5: Performance, memory leaks, cross-browser
4. **deltaTime Cap at 50ms:** Game loop caps deltaTime to prevent physics explosion when tab loses focus and resumes — without this a single large delta would fling the ball off screen.
5. **Logical vs Bitmap Coordinate Separation:** canvas.width/height = logical * devicePixelRatio; ctx.scale(dpr, dpr) makes all game draw calls use logical pixels — correct HiDPI approach for sharp rendering on Retina displays.
6. **Module-Object Pattern Established:** GameLoop, Renderer, Input, Physics, GameState are plain JS objects with init() methods in a single script tag. No classes, no modules, no build step — runs directly from filesystem.
7. **e.code over e.key for Input:** Using e.code === 'KeyW' makes W/S detection layout-independent (works on AZERTY and other non-QWERTY keyboards).
### Coverage Validation
**Total v1 Requirements:** 37
@@ -80,22 +89,24 @@
### What Just Happened
Roadmap derived from 37 v1 requirements organized into 5 phases, each with 2-5 observable success criteria. Granularity set to coarse; 10-phase research recommendation compressed by grouping related technical work.
Plan 01-01 executed: Created index.html with full-window HiDPI canvas, Renderer (devicePixelRatio aware), GameLoop (requestAnimationFrame + deltaTime), Input (W/S keys), Physics skeleton (paddle movement + clamping), and GameState. Player 1 paddle is visible and responsive. Requirements VFX-05 and CORE-07 satisfied.
### What Comes Next
1. `/gsd:plan-phase 1` — Decompose Phase 1 into executable plans
2. Continue through phases 2-5
3. Execute plans in dependency order
4. Validate success criteria at each phase completion
1. Execute Plan 01-02 — Ball physics: movement, wall bounce, zone-based angle deflection, per-hit speed increment
2. Continue through phases 2-5 after Phase 1 complete
### Known Blockers
None. All context available, all requirements mapped, roadmap ready for planning.
None.
### Decisions Pending
None. Roadmap finalized; awaiting user approval before phase planning begins.
None.
### Last Session
Stopped at: Completed 01-01-PLAN.md (2026-03-10)
---